Non-transitory computer-readable storage medium having game program stored therein, game processing system, game processing apparatus, and game processing method

ABSTRACT

When, on the basis of an operation input by a user, due to a predetermined action by an operation character of a first team, the operation character has collided with a teammate character of the first team, the teammate character is moved in a collision direction. When the teammate character having been moved in the collision direction has collided with an opponent character, the opponent character is stopped or moved in a collision direction.

CROSS REFERENCE TO RELATED APPLICATION

This application claims priority to Japanese Patent Application No.2022-013377 filed on Jan. 31, 2022, the entire contents of which areincorporated herein by reference.

FIELD

The present disclosure relates to processing of a competitive sportsgame in which teams compete against each other.

BACKGROUND AND SUMMARY

To date, a game apparatus in which a sports game being a ball game isplayed between an operation target team of a user and a competitiveopponent team, has been known.

The sports game in the game apparatus above discloses a play in which anathlete character of one team performs a predetermined action against anathlete character of an opponent team, to take a ball. However, thisaction is directed to a play in which the athlete character forciblytakes the ball from an opponent team athlete keeping the ball, and doesnot have an effect on a teammate athlete character in particular.

Therefore, an object of an exemplary embodiment is to provide: anon-transitory computer-readable storage medium having stored therein agame program that can realize a novel action in which, in a sports gamein which a character of a first team being an operation target of a userand a character of a second team of a competitive opponent competeagainst each other, a teammate character that belongs to the first teamand that the operation character belonging to the first team hascollided with, is caused to further collide with an opponent characterbelonging to the second team; a game processing system; a gameprocessing apparatus; and a game processing method.

Configuration examples for achieving the above object will be shownbelow.

A configuration example is a non-transitory computer-readable storagemedium having stored therein instructions that, when executed by aprocessor of an information processing apparatus that executes acompetitive sports game in which a character belonging to a first teamand being an operation target of a user, and a character belonging to asecond team of a competitive opponent are controlled in a virtual spaceso as to put a predetermined object into a goal, cause the informationprocessing apparatus to: on the basis of an operation input by the user,perform an action occurrence process of causing an operation characterbelonging to the first team to perform a predetermined action; when, dueto the predetermined action, the operation character has collided withan opponent character belonging to the second team, perform a firstcollision process of stopping the opponent character or moving theopponent character in a collision direction; when, due to thepredetermined action, the operation character has collided with ateammate character belonging to the first team, perform a secondcollision process of moving the teammate character in a collisiondirection; and when, due to the second collision process, the teammatecharacter having been moved in the collision direction has furthercollided with the opponent character, perform a third collision processof stopping the opponent character or moving the opponent character in acollision direction.

According to the above configuration example, it is possible to realizea novel action in which a teammate character that the operationcharacter has collided with is further caused to collide with anopponent character.

In another configuration example, the instructions may cause theinformation processing apparatus to, when, in the first collisionprocess, due to the predetermined action, the operation character hascollided with the opponent character possessing the predeterminedobject, cause the operation character to take the predetermined objectfrom the opponent character, or cause the opponent character to cancelthe possessing of the predetermined object.

According to the above configuration example, it is possible to realizean action of, for example, taking the predetermined object from theopponent character through collision.

In another configuration example, the instructions may cause theinformation processing apparatus to, when, in the third collisionprocess, due to the predetermined action, the teammate character hascollided with the opponent character possessing the predeterminedobject, cause the teammate character to take the predetermined objectfrom the opponent character, or cause the opponent character to cancelthe possessing of the predetermined object.

According to the above configuration example, in a novel action in whichthe teammate character that the operation character has collided with isfurther caused to collide with the opponent character, the teammatecharacter can, for example, take the predetermined object from theopponent character through collision.

In another configuration example, the instructions may cause theinformation processing apparatus to, when, in the second collisionprocess, due to the predetermined action, the operation character hascollided with the teammate character possessing the predeterminedobject, move the teammate character in the collision direction, with anadditional movement speed applied to the teammate character.

According to the above configuration example, since the teammatecharacter possessing the predetermined object is accelerated due tocollision, a novel motion of, for example, breaking through the defenseof the opponent character can be realized, and a competitive sports gamethat is rich in strategic characteristics is realized.

In another configuration example, the instructions may cause theinformation processing apparatus to, when, in the first collisionprocess, the operation character has collided with the opponentcharacter not possessing the predetermined object, or when, in the thirdcollision process, the teammate character moving in the collisiondirection has collided with the opponent character not possessing thepredetermined object, cause a first item advantageous for the secondteam to appear in the virtual space.

According to the above configuration example, when the operationcharacter or the teammate character is caused to collide with theopponent character not possessing the predetermined object, a first itemadvantageous for the second team appears in the virtual space.Therefore, the range for selection as to whether to perform apredetermined action on the opponent character not possessing thepredetermined object is widened. Thus, a competitive sports game that isrich in strategic characteristics is realized.

In another configuration example, the instructions may cause theinformation processing apparatus to cause a second item usable by bothof the first team and the second team to appear in the virtual space.

According to the above configuration example, a second item usable byboth teams also appears, and thus, a competitive sports game that isrich in strategic characteristics is realized.

In another configuration example, the instructions may cause theinformation processing apparatus to: during the competitive sports game,in accordance with an ability parameter set to each character belongingto the first team and each character belonging to the second team,control the character belonging to the first team and the characterbelonging to the second team; and in the first collision process or thethird collision process, in accordance with at least the abilityparameter of the opponent character, determine whether to stop theopponent character or move the opponent character in a collisiondirection.

According to the above configuration example, the behavior of theopponent character that has been subjected to collision changes inaccordance with an ability parameter, and thus, a competitive sportsgame that is rich in strategic characteristics is realized.

In another configuration example, the ability parameter may be differentfor each character belonging to the first team and for each characterbelonging to the second team.

According to the above configuration example, since the behavior of eachcharacter having been subjected to collision changes, a wide variety ofplay can be realized through selection of a character, and thus, acompetitive sports game that is rich in strategic characteristics isrealized.

In another configuration example, the instructions may cause theinformation processing apparatus to, on the basis of an operation inputby the user, cause the opponent character to be equipped with anequipment item that changes the ability parameter.

According to the above configuration example, since the behavior of thecharacter when having been subjected to collision can be changed bychanging the ability parameter on the basis of the equipment item, awide variety of play can be realized through selection of the equipmentitem, and thus, a competitive sports game that is rich in strategiccharacteristics is realized.

In another configuration example, the instructions may cause theinformation processing apparatus to, when, in the first collisionprocess or the third collision process, the opponent character is movedin the collision direction, move the opponent character in the collisiondirection by a movement distance according to the ability parameter.

According to the above configuration example, since the movementdistance of the opponent character changes in accordance with theability parameter of the opponent character having been subjected tocollision, a wide variety of play in the game can be realized. Thus, acompetitive sports game that is rich in strategic characteristics isrealized.

In another configuration example, the instructions may cause theinformation processing apparatus to: in the predetermined action,determine a strength of collision to be applied by the operationcharacter to the teammate character or the opponent character, inaccordance with a retaining degree of a first retaining input based onan operation input by the user; and when, in the first collisionprocess, the operation character has collided with the opponentcharacter or when, in the second collision process, the operationcharacter has collided with the teammate character, move the opponentcharacter or the teammate character in the collision direction by amovement distance according to the retaining degree of the firstretaining input.

According to the above configuration example, the opponent character orthe teammate character moves in the collision direction by a movementdistance according to the retaining degree of the first retaining input.Thus, a competitive sports game that is rich in strategiccharacteristics is realized.

In another configuration example, the instructions may cause theinformation processing apparatus to, while the first retaining input isperformed, generate a game image including a first gauge that indicatesa degree of the first retaining input and a direction in which theoperation character collides with the opponent character or the teammatecharacter in the predetermined action.

According to the above configuration example, the user can visuallyconfirm the degree of the first retaining input and the collisiondirection in the first gauge. Therefore, the operability of the firstretaining input in the predetermined action is improved, and inaddition, the operability of causing the operation character to collidewith the opponent character or the teammate character is improved.

In another configuration example, the instructions may cause theinformation processing apparatus to, in the predetermined action,further move the operation character on the basis of an operation inputby the user, while the first retaining input is performed.

According to the above configuration example, the operation charactercan be caused to collide with the opponent character or the teammatecharacter while the operation character is being moved. Thus, thecompetitive sports game that is richer in sense of speed is realized.

In another configuration example, the instructions may further cause theinformation processing apparatus to: on the basis of an operation inputby the user, perform a shooting action occurrence process of causing theoperation character to perform shooting of the predetermined objecttoward the goal; in the shooting action occurrence process, determine astrength of the shooting in accordance with a degree of a secondretaining input based on an operation input by the user; and while thesecond retaining input is performed, generate a game image including asecond gauge indicating the degree of the second retaining input.

According to the above configuration example, since the strength of ashot changes in accordance with the degree of the second retaininginput, a competitive sports game that is rich in strategiccharacteristics is realized.

According to the exemplary embodiment, it is possible to provide: anon-transitory computer-readable storage medium having stored therein agame program that can realize a novel action in which, in a sports gamein which a character of a first team being an operation target of a userand a character of a second team of a competitive opponent competeagainst each other, a teammate character that belongs to the first teamand that the operation character belonging to the first team hascollided with, is caused to further collide with an opponent characterbelonging to the second team; a game processing system; a gameprocessing apparatus; and a game processing method.

These and other objects, features, aspects, and effects of the exemplaryembodiment will become more apparent from the following detaileddescription of non-limiting example embodiments when taken inconjunction with the accompanying drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a block diagram of a non-limiting example of an internalconfiguration and the like of a game apparatus 2;

FIG. 2 is a diagram for describing a non-limiting example of an outlineof this game;

FIG. 3 is a diagram for describing a non-limiting example of a tackleoperation and the like;

FIG. 4 is a diagram for describing a non-limiting example of an abilityparameter;

FIG. 5 is a diagram for describing a non-limiting example of behavior ofa tackled opponent character;

FIG. 6 is a diagram for describing a non-limiting example of behavior ofa tackled teammate character and behavior of an opponent character onwhich a team tackle has been performed;

FIG. 7 is a diagram for describing a non-limiting example of a casewhere the operation character has tackled an opponent character;

FIG. 8 is a diagram for describing a non-limiting example of a casewhere the operation character has tackled a teammate character;

FIG. 9 is a diagram for describing a non-limiting example of a casewhere a team tackle has been performed;

FIG. 10 is a diagram for describing a non-limiting example of anordinary shot;

FIG. 11 is a diagram for describing a non-limiting example of a supershot;

FIG. 12 is a diagram for describing a non-limiting example of a goalsuccess probability of a super shot;

FIG. 13 shows a non-limiting example of various types of data stored ina storage section 22;

FIG. 14 is a non-limiting example of a flowchart of game processing;

FIG. 15 is a non-limiting example of a flowchart of game processing;

FIG. 16 is a non-limiting example of a flowchart of game processing;

FIG. 17 is a non-limiting example of a flowchart of game processing;

FIG. 18 is a non-limiting example of a flowchart of game processing; and

FIG. 19 is a non-limiting example of a flowchart of game processing.

DETAILED DESCRIPTION OF NON-LIMITING EXAMPLE EMBODIMENTS

Hereinafter, an exemplary embodiment will be described.

Hardware Configuration of Information Processing Apparatus

First, an information processing apparatus for executing informationprocessing according to the exemplary embodiment will be described. Theinformation processing apparatus is, for example, a smartphone, astationary or hand-held game apparatus, a tablet terminal, a mobilephone, a personal computer, a wearable terminal, or the like. Theinformation processing according to the exemplary embodiment can also beapplied to a game system including a game apparatus, etc., as describedabove, and a predetermined server. In the exemplary embodiment, astationary game apparatus (which may be referred to as a “gameapparatus”) will be described as an example of the informationprocessing apparatus.

FIG. 1 is a block diagram showing an example of the internalconfiguration, etc., of a game apparatus 2 according to the exemplaryembodiment. The game apparatus 2 includes a processor 21. The processor21 is an information processing section for executing various types ofinformation processing to be executed by the game apparatus 2. Forexample, the processor 21 may be composed only of a CPU (CentralProcessing Unit), or may be composed of a SoC (System-on-a-chip) havinga plurality of functions such as a CPU function and a GPU (GraphicsProcessing Unit) function. The processor 21 performs various types ofinformation processing by executing an information processing program(e.g., a game program) stored in a storage section 22. The storagesection 22 may be, for example, an internal storage medium such as aflash memory or a DRAM (Dynamic Random Access Memory), or may beconfigured to utilize an external storage medium mounted to a slot thatis not shown, or the like.

The game apparatus 2 includes a wireless communication section 23 whichallows the game apparatus 2 to perform wireless communication withanother game apparatus 2 or a predetermined server apparatus. As thewireless communication, for example, Internet communication orshort-range wireless communication is used.

The game apparatus 2 includes a controller communication section 24which allows the game apparatus 2 to perform wired or wirelesscommunication with a controller 4.

A display section 5 (e.g., a television) is connected to the gameapparatus 2 via an image/sound output section 25. The processor 21outputs images or sounds generated (by executing the aforementionedinformation processing, for example), to the display section 5 via theimage/sound output section 25.

Next, the controller 4 will be described. The controller 4 includes atleast one analog stick 42 being an example of a direction input device.The analog stick 42 can be used as a direction input section capable ofinputting a direction. By tilting the analog stick 42, a user can inputa direction corresponding to the direction of the tilt (and an inputhaving a magnitude corresponding to the angle of the tilt). Thecontroller 4 includes a button section 43 including various operationbuttons. For example, the controller 4 may include a plurality ofoperation buttons (e.g., an A button, a B button, an X button, and a Ybutton) on the main surface of the housing of the controller 4.

The controller 4 includes an inertial sensor 44. Specifically, thecontroller 4 includes an acceleration sensor and an angular velocitysensor, as the inertial sensor 44. In the exemplary embodiment, theacceleration sensor detects the magnitudes of accelerations alongpredetermined three-axis directions. The angular velocity sensor detectsangular velocities around the predetermined three axes.

The controller 4 includes a communication section 41 for performingwired or wireless communication with the controller communicationsection 24. The content of a direction input to the analog stick 42,information indicating the press state of the button section 43, andvarious detection results by the inertial sensor 44 are repeatedlyoutputted to the communication section 41 at appropriate timings, to betransmitted to the game apparatus 2.

Game Assumed in the Exemplary Embodiment

Next, the outline of game processing (an example of informationprocessing) executed by the game apparatus 2 according to the exemplaryembodiment will be described. First, as shown in FIG. 2 , the gameassumed in the exemplary embodiment is a sports game of which theconcept is soccer. Specifically, in this game, a plurality of athletecharacter objects (which may be referred to as “characters”) beingvirtual human-type objects are arranged, while being divided in anopponent team and an own team, in a soccer field prepared in a virtualspace, and a soccer game is performed. However, even though the conceptof this game is soccer, the game need not be performed strictly inaccordance with real soccer rules.

Here, in this game, it is assumed that each team has five characters.That is, this game is a sports game of 5 vs 5 by ten characters. Thisgame can be played by a plurality of users via a network such as theInternet, or through short-range wireless communication or the like. Inthe exemplary embodiment, a case where one user (player) is in charge ofone athlete character and operates the athlete character is assumed. Inthis game, since goalkeeper characters are operated by the computer ofthe game apparatus 2, a maximum of eight users can operate eight fieldplayer characters, thereby performing multi-play. When this game isplayed by less than eight users, each field player character that doesnot have a user is operated by the computer of the game apparatus 2. Inthe exemplary embodiment, one game apparatus is assigned to one user,and a maximum of eight game apparatuses 2 are connected throughshort-range wireless communication or the like.

In this game, even when a character collides with (tackles) anothercharacter so as to, for example, send the character flying, this is notconsidered as a foul. Further, as described later, the user can causevarious game actions by operating a character so as to, for example,send another character flying.

In FIG. 2 , in the own team, a goalkeeper character with “g” is denotedby reference character 55, a character with “a” is denoted by referencecharacter 51, a character with “b” is denoted by reference character 52,a character with “c” is denoted by reference character 53, and acharacter with “d” is denoted by reference character 54. In the opponentteam, a goalkeeper character with “G” is denoted by reference character65, a character with “A” is denoted by reference character 61, acharacter with “B” is denoted by reference character 62, a characterwith “C” is denoted by reference character 63, and a character with “D”is denoted by reference character 64. In addition, a ball object (whichmay be referred to as a “ball”) is represented by reference character50.

Outline of Game Processing of the Exemplary Embodiment

Next, an outline of operation of game processing executed in the gameapparatus 2 according to the exemplary embodiment will be described. Asdescribed above, this game is a sports game in which eight field playercharacters are operated by a maximum of eight users. By operating anoperation target character (which may be referred to as an “operationcharacter”), each user can cause the operation character to tackle(collide with) a character (which may be referred to as an “opponentcharacter”) in the opponent team excluding the goalkeeper character, anda character (which may be referred to as a “teammate character”) in theown team, thereby moving the characters, for example. Further, it isalso possible that a teammate character tackled by the operationcharacter moves (is sent flying) to collide with an opponent character,thereby moving the opponent character (sending the opponent characterflying). Hereinafter, description will be given assuming that thecharacter 51 is the operation character.

FIG. 3 is diagram for describing an operation (which may be referred toas a “tackle operation”) of causing the operation character to perform atackle, and behavior of the operation character on which a tackleoperation has been performed. When the user performs a tackle operationof pressing a predetermined button (Y button) in a state where theoperation character is not keeping a ball 50, the user can cause theoperation character to perform a tackle. In this tackle, the directionof the operation character is changed through operation of the analogstick 42, and then the operation character is caused to dash in thedirection in which the operation character is oriented and to collidewith another character. Hereinafter, this will be specifically describedwith reference to FIG. 3 .

As shown in FIG. 3 , the user performs, on the Y button, a tackleoperation of a tap (a pressing operation of less than 0.1 seconds), afirst long press (a long pressing operation of not less than 0.1 secondsand less than 1.0 second), or a second long press (a long pressingoperation of not less than 1.0 second), thereby being able to cause theoperation character to perform a tackle. Each long pressing operationmay be referred to as a retaining pressing operation.

As shown in FIG. 3 , when a first long press or a second long press hasbeen performed, a tackle gauge 70 is displayed. The tackle gauge 70indicates the distance and the direction (e.g., the front direction ofthe operation character) in which the operation character moves for atackle, and the strength of the tackle to be executed (see FIG. 7 ,etc.). Meanwhile, in a case of a tap, the tackle gauge 70 is notdisplayed. Here, also while the user performs a tap, a first long press,or a second long pressing operation, the user can cause the operationcharacter to, for example, move by operating the analog stick 42. Itshould be noted that, also in a case of a tap, the tackle gauge may bedisplayed.

As shown in FIG. 3 , the tackle gauge 70 has such a shape in which twoboomerangs are arranged. The color is gradually changed from the leadingend (the pointed portion of the right boomerang) of the tackle gauge 70,whereby a display that the tackle gauge 70 is filled (is charged) isperformed. The tackle gauge 70 in the column of the first long press inFIG. 3 is seemingly filled by about 70 percent. The tackle gauge 70 inthe column of the second long press is filled by 100 percent. As shownin FIG. 3 , the tackle gauge is not filled in the case of the tap, thetackle gauge filled degree becomes “1” in the case of the first longpress, and the tackle gauge filled degree becomes “2” in the case of thesecond long press. That is, in a period in which a display in which thetackle gauge 70 is seemingly being filled by a first long press isperformed, the tackle gauge filled degree is “1”. When the tackleoperation ends and the tackle is executed, the display of the tacklegauge 70 ends.

As shown in FIG. 3 , the strength of a tackle is: “1” when a tap hasbeen performed; “2” when a first long press has been performed; and “3”when a second long press has been performed. The strength of the tacklebecomes stronger in the order of “1”, “2”, and “3”. As shown in FIG. 3 ,the movement distance (the distance of a tackle) of the operationcharacter due to the tackle is: 1 meter when a tap has been performed; 2meters when a first long press has been performed; and 3 meters when asecond long press has been performed. It should be noted that thismovement distance is a distance in a game space (virtual space).

FIG. 4 is a diagram for describing ability parameters associated witheach character. As shown in FIG. 4 , each character is associated withability parameters (“Physical”, “Movement Speed”, “Shooting Ability”,“Pass Accuracy”, and “Technique”). “Physical” indicates the physicalstrength (the strength, etc., against a tackle by an opponentcharacter), “Movement Speed” indicates a running speed, “ShootingAbility” indicates the speed of a shot ball and the level of a goalsuccess probability, “Pass Accuracy” indicates the level of a passsuccess rate, and “Technique” indicates the level of the skill ofdribbling past an opponent character, the level of ball control, themagnitude of the curving degree of a shot ball, and the like. In FIG. 4, the greater the digit of the ability parameter is, the higher theability is. As shown in FIG. 4 , the values of the ability parameterscan be set to various values for each character. Each ability parametercan be increased by equipping the operation character with acquireditems. For example, by performing a predetermined operation, the usercan equip the operation character with a protector, thereby enhancingPhysical of the ability parameter. Further, for example, by performing apredetermined operation, the user can equip the operation character withspecial soccer shoes, thereby enhancing Shooting Ability and PassAccuracy of the ability parameters. Here, depending on an item to beequipped, a certain ability parameter can be increased, whereas anotherability parameter is decreased. For example, when Physical is enhancedby equipping with a protector, Movement Speed is decreased.

FIG. 5 is a diagram for describing behavior of an opponent charactertackled by (subjected to collision with) the operation character. Theopponent character (i.e., an opponent character on which an ordinarytackle has been performed) tackled by the operation character moves (issent flying), by a distance according to the value of Physical (see FIG.4 ) of the opponent character and the strength of the tackle (see FIG. 3), in the direction (collision direction) in which the operationcharacter has moved for the tackle. Then, the opponent character iscaused to lie down and forcibly stopped for a certain time (e.g., for1.5 seconds) (i.e., enters a state where the opponent character cannotmove for a certain time). Hereinafter, this will be specificallydescribed.

As shown in FIG. 5 , in a case where the opponent character has beentackled with a tackle strength of “1”, when the Physical value is “3” or“2”, the opponent character is neither sent flying by the tackle norstopped for a certain time. Meanwhile, when the Physical value is “1”,the opponent character is sent flying by 1 meter by the tackle and thenstopped for a certain time. Here, in a case where the opponent charactertackled by the operation character is sent flying and stopped for acertain time, if the opponent character has been keeping the ball, thekeeping is canceled, and the ball becomes a loose ball. As shown in FIG.5 , in a case where the opponent character has been tackled with atackle strength of “2”, when the Physical value is “3”, the opponentcharacter is neither sent flying by the tackle nor stopped for a certaintime. Meanwhile, when the Physical value is “2”, the opponent characteris sent flying by 1 meter by the tackle and then stopped for a certaintime; and when the Physical value is “1”, the opponent character is sentflying by 2 meters by the tackle and then stopped for a certain time. Asshown in FIG. 5 , in a case where the opponent character has beentackled with a tackle strength of “3”, when the Physical value is “3”,the opponent character is sent flying by 1 meter by the tackle and thenstopped for a certain time; when the Physical value is “2”, the opponentcharacter is sent flying by 2 meters by the tackle and then stopped fora certain time; and when the Physical value is “1”, the opponentcharacter is sent flying by 3 meters by the tackle and then stopped fora certain time.

Here, when the operation character has tackled (including theabove-described ordinary tackle and a later-described team tackle) anopponent character not keeping (possessing) the ball, and the opponentcharacter has been sent flying and then stopped for a certain time, anitem (first item) advantageous for the opponent team is provided to theopponent team. The advantageous item is an item that can be used only bythe opponent team. Examples of the advantageous item include an itemthat increases, for a predetermined time (e.g., for 30 seconds),Movement Speed of the opponent character that uses the item (further, anitem, when the opponent character bumps into a character of the team ofthe operation character having performed the tackle, that causes thecharacter to fall and stop the character for a predetermined time), andan item that inhibits motion of a character of the team of the operationcharacter having performed the tackle. As described above, when theoperation character tackles an opponent character not keeping the ball,an item advantageous for the opponent team appears. This requiresappropriate judgement by the user, and thus, strategic characteristicsof the game are improved.

In this game, there is also an item (second item) that can be used bycharacters of both of the own team and the opponent team. This item isput into the soccer field every predetermined time, for example, and canbe used by a character that has acquired the item. The item provides thesame effect as that of the first item described above, for example.

FIG. 6 is a diagram for describing behavior of a teammate charactertackled by (subjected to collision with) the operation character andbehavior of the opponent character on which a team tackle has beenperformed. Here, the team tackle is a tackle in which a teammatecharacter not keeping the ball and having moved (having been sentflying) by having been tackled by the operation character collides withan opponent character, to move the opponent character (to send theopponent character flying), thereby forcibly stopping (causing theopponent character to enter a state where the opponent character cannotmove) the opponent character for a certain time (e.g., for 1.5 seconds).

First, behavior of a teammate character tackled by (subjected tocollision with) the operation character will be described. As shown inFIG. 6 , in a case where the teammate character has been tackled with atackle strength of “1”, when the teammate character is not keeping(possessing) the ball, the teammate character moves (is sent flying) by2 meters in the direction (collision direction) in which the operationcharacter has moved for the tackle, whereas when the teammate characteris keeping the ball, the teammate character moves (is sent flying) by 4meters in the direction (collision direction) in which the operationcharacter has moved for the tackle. As shown in FIG. 6 , in a case wherea teammate character has been tackled with a tackle strength of “2”,when the teammate character is not keeping the ball, the teammatecharacter moves (is sent flying) by 4 meters in the direction in whichthe operation character has moved for the tackle, whereas when theteammate character is keeping the ball, the teammate character moves (issent flying) by 8 meters in the direction in which the operationcharacter has moved for the tackle. As shown in FIG. 6 , in a case wherea teammate character has been tackled with a tackle strength of “3”,when the teammate character is not keeping the ball, the teammatecharacter moves (is sent flying) by 6 meters in the direction in whichthe operation character has moved for the tackle, whereas when theteammate character is keeping the ball, the teammate character moves (issent flying) by 12 meters in the direction in which the operationcharacter has moved for the tackle. It should be noted that the Physicalvalue (see FIG. 4 ) of the teammate character that is tackled is notrelated to the distance by which the teammate character moves (is sentflying) by the tackle. The tackled teammate character is not forciblystopped and can continue movement and the like as usual.

In a case where a teammate character that is advancing is tackled frombehind by the operation character into the advancing direction, theteammate character is accelerated and advances faster. Therefore, when ateammate character keeping the ball and advancing (or is stopped) istackled from behind, the teammate character can be caused to move (in anaccelerated manner), and thus, the teammate character can be caused tobreak through the defense of the opponent character.

Next, behavior of an opponent character on which a team tackle has beenperformed will be described. An opponent character (i.e., an opponentcharacter on which a team tackle has been performed) that has beensubjected to collision with a teammate character not keeping the balland moving by having been tackled by the operation character moves (issent flying), by a distance according to the Physical value (see FIG. 4) of the opponent character and the tackle strength (see FIG. 3 ), inthe direction (collision direction) in which the teammate character hasmoved for the collision. Then, the opponent character is caused to liedown and forcibly stopped for a certain time (e.g., for 1.5 seconds)(i.e., enters a state where the opponent character cannot move for acertain time). Hereinafter, this will be specifically described. Itshould be noted that, in a case where the teammate character tackled bythe operation character is keeping the ball, a team tackle is notcaused, and the opponent character subjected to the collision with theteammate character does not move (is not sent flying), and is notstopped for a certain time thereafter, either.

As shown in FIG. 6 , in a case where a team tackle has been performed onthe opponent character with a tackle strength of “1”, when the Physicalvalue is “3”, the opponent character is neither sent flying by thetackle nor stopped for a certain time. Meanwhile, when the Physicalvalue is “2”, the opponent character is sent flying by 1 meter by thetackle and then stopped for a certain time; and when the Physical valueis “1”, the opponent character is sent flying by 2 meters by the tackleand then stopped for a certain time. Here, in a case where the opponentcharacter is sent flying by the team tackle and is stopped for a certaintime, when the opponent character is keeping the ball, the teammatecharacter having performed the team tackle takes and keeps the ball. Itshould be noted that the opponent character on which the team tackle hasbeen performed may be sent flying irrespective of the Physical value. Insuch a case, when the opponent character is tackled with a tacklestrength of “1” and the Physical value is “3”, the opponent charactermay be sent flying by 0.5 meters, for example, and then stopped for acertain time. As shown in FIG. 6 , in a case where a team tackle hasbeen performed on the opponent character with a tackle strength of “2”,when the Physical value is “3”, the opponent character is sent flying by3 meters by the tackle and then stopped for a certain time; when thePhysical value is “2”, the opponent character is sent flying by 4 metersby the tackle and then stopped for a certain time; and when the Physicalvalue is “1”, the opponent character is sent flying by 5 meters by thetackle and then stopped for a certain time. As shown in FIG. 6 , in acase where a team tackle has been performed on the opponent characterwith a tackle strength of “3”, when the Physical value is “3”, theopponent character is sent flying by 6 meters by the tackle and thenstopped for a certain time; when the Physical value is “2”, the opponentcharacter is sent flying by 7 meters by the tackle and then stopped fora certain time; and when the Physical value is “1”, the opponentcharacter is sent flying by 8 meters by the tackle and then stopped fora certain time.

Here, also in the case of the team tackle, similar to the ordinarytackle described with reference to FIG. 5 , when an opponent characternot keeping (possessing) the ball is tackled and the opponent characteris sent flying and then stopped for a certain time, an item advantageousfor the opponent team is provided to the opponent team. In this manner,also in the team tackle, when the opponent character not keeping theball is tackled, an item advantageous for the opponent team appears.This requires appropriate judgement by the user, and thus, strategiccharacteristics of the game are improved.

FIG. 7 is a diagram for specifically describing a case where a tackleoperation has been performed and the operation character 51 has tackledthe opponent character 61 keeping the ball 50 (i.e., a case where anordinary tackle has been performed). First, with reference to (1) ofFIG. 7 , a case where a tap operation has been performed as a tackleoperation will be described.

As shown in (1-1) of FIG. 7 , when a tap operation has been performed,the tackle gauge 70 is not displayed and a tackle is performed with astrength of “1”, whereby the operation character 51 dashes forward(front direction) by 1 meter (see FIG. 3 ). Then, in a case where theoperation character 51 has collided with the opponent character 61keeping the ball (see (1-2) of FIG. 7 ), when the Physical value of theopponent character 61 is “1”, the opponent character 61 moves (is sentflying) by 1 meter in the collision direction, lies down, and then isforcibly stopped for a certain time, and at this time, the ball 50becomes a loose ball (see (1-3) of FIG. 7 , and FIG. 5 ). Meanwhile,when the Physical value of the opponent character 61 is “2” or “3”, theopponent character 61 neither moves nor is forcibly stopped for acertain time. In addition, the ball does not become a loose ball (seeFIG. 5 ).

As shown in (2-1) of FIG. 7 , in a case where a first long pressingoperation (a pressing operation of not less than 0.1 seconds and lessthan 1.0 second) has been performed, a display indicating a filleddegree of “1” at which the tackle gauge 70 is filled is performed, andthen a tackle is performed with a strength of “2”, whereby the operationcharacter 51 dashes forward (front direction) by 2 meters (see FIG. 3 ).Then, in a case where the operation character 51 has collided with theopponent character 61 keeping the ball (see (2-2) of FIG. 7 ), when thePhysical value of the opponent character 61 is “1”, the opponentcharacter 61 moves (is sent flying) by 2 meters in the collisiondirection, lies down, and then is forcibly stopped for a certain time;and when the Physical value of the opponent character 61 is “2”, theopponent character 61 moves (is sent flying) by 1 meter in the collisiondirection, lies down, and then is forcibly stopped for a certain time,and at this time the ball 50 becomes a loose ball (see (2-3) of FIG. 7 ,and FIG. 5 ). Meanwhile, when the Physical value of the opponentcharacter 61 is “3”, the opponent character 61 neither moves nor isforcibly stopped for a certain time, and the ball does not become aloose ball (see FIG. 5 ).

As shown in (3-1) of FIG. 7 , in a case where a second long pressingoperation (a pressing operation of not less than 1.0 second) has beenperformed, a display indicating a filled degree of “2” at which thetackle gauge 70 is filled up to the upper limit is performed, and then,a tackle is performed with a strength of “3”, whereby the operationcharacter 51 dashes forward (front direction) by 3 meters (see FIG. 3 ).Then, in a case where the operation character 51 has collided with theopponent character 61 keeping the ball (see (3-2) of FIG. 7 ), when thePhysical value of the opponent character 61 is “1”, the opponentcharacter 61 moves (is sent flying) by 3 meters in the collisiondirection, lies down, and then is forcibly stopped for a certain time;when the Physical value of the opponent character 61 is “2”, theopponent character 61 moves (is sent flying) by 2 meters in thecollision direction, lies down, and then is forcibly stopped for acertain time; and when the Physical value of the opponent character 61is “3”, the opponent character 61 moves (is sent flying) by 1 meter inthe collision direction, lies down, and then is forcibly stopped for acertain time, and at this time, the ball 50 becomes a loose ball (see(3-3) of FIG. 7 , and FIG. 5 ).

In the ordinary tackle described with reference to FIG. 7 , in a casewhere a tackle has been performed on an opponent character not keepingthe ball, an item (first item) advantageous for the opponent team isprovided to the opponent team, as already described. In FIG. 7 ,although a case where the opponent character is keeping the ball hasbeen described, the same also applies to a case where the opponentcharacter is not keeping the ball.

FIG. 8 is a diagram for specifically describing a case where a tackleoperation has been performed and the operation character 51 has tackledthe teammate character 52 that is keeping or not keeping the ball 50.First, with reference to (1) of FIG. 8 , a case where a tap operationhas been performed as a tackle operation will be described. As shown in(1-1) of FIG. 8 , when a tap operation has been performed, the tacklegauge 70 is not displayed and a tackle is performed with a strength of“1”, whereby the operation character 51 dashes forward (front direction)by 1 meter (see FIG. 3 ). Then, in a case where the operation character51 has collided with the teammate character 52 not keeping the ball (see(1-2) of FIG. 8 ), the teammate character 52 moves (is sent flying) by 2meters in the collision direction and acts without being stopped (see(1-3) of FIG. 8 , and FIG. 6 ). Meanwhile, in a case where the operationcharacter 51 has collided with the teammate character 52 keeping theball (see (1-2) of FIG. 8 ), the teammate character 52 moves (is sentflying) by 4 meters in the collision direction and acts without beingstopped (see (1-4) of FIG. 8 , and FIG. 6 ).

Next, as shown in (2-1) of FIG. 8 , in a case where a first longpressing operation (a pressing operation of not less than 0.1 secondsand less than 1.0 second) has been performed, a display indicating afilled degree of “1” at which the tackle gauge 70 is filled isperformed, and then, a tackle is performed with a strength of “2”,whereby the operation character 51 dashes forward (front direction) by 2meters (see FIG. 3 ). Then, in a case where the operation character 51has collided with the teammate character 52 not keeping the ball (see(2-2) of FIG. 8 ), the teammate character 52 moves (is sent flying) by 4meters in the collision direction and acts without being stopped (see(2-3) of FIG. 8 , and FIG. 6 ). Meanwhile, in a case where the operationcharacter 51 has collided with the teammate character 52 keeping theball (see (2-2) of FIG. 8 ), the teammate character 52 moves (is sentflying) by 8 meters in the collision direction and acts without beingstopped (see (2-4) of FIG. 8 , and FIG. 6 ).

Next, as shown in (3-1) of FIG. 8 , in a case where a second longpressing operation (a pressing operation of not less than 1.0 second)has been performed, a display indicating a filled degree of “2” at whichthe tackle gauge 70 is filled up to the upper limit is performed, andthen a tackle is performed with a strength of “3”, whereby the operationcharacter 51 dashes forward (front direction) by 3 meters (see FIG. 3 ).Then, in a case where the operation character 51 has collided with theteammate character 52 not keeping the ball (see (3-2) of FIG. 8 ), theteammate character 52 moves (is sent flying) by 6 meters in thecollision direction and acts without being stopped (see (3-3) of FIG. 8, and FIG. 6 ). Meanwhile, in a case where the operation character 51has collided with the teammate character 52 keeping the ball (see (3-2)of FIG. 8 ), the teammate character 52 moves (is sent flying) by 12meters in the collision direction and acts without being stopped (see(3-4) of FIG. 8 , and FIG. 6 ).

In the tackles described with reference to FIG. 8 , in a case where theteammate character 52 that is advancing is tackled from behind by theoperation character 51 into the advancing direction, the teammatecharacter is accelerated and advances faster, irrespective of whetherthe teammate character is keeping the ball.

FIG. 9 is a diagram for specifically describing a case where a teamtackle has been performed. First, with reference to (1) of FIG. 9 , acase where a tap operation has been performed as a tackle operation willbe described. As shown in (1-1) of FIG. 9 , when a tap operation hasbeen performed, the tackle gauge 70 is not displayed and a tackle isperformed with a strength of “1”, whereby the operation character 51dashes forward (front direction) by 1 meter (see FIG. 3 ). Then, in acase where the operation character 51 has collided with the teammatecharacter 52 not keeping the ball (see (1-2) of FIG. 9 ), the teammatecharacter 52 moves (is sent flying) by 2 meters in the collisiondirection. Then, in a case where the teammate character 52 has collidedwith the opponent character 61 during the movement ((1-3) of FIG. 9 ),when the Physical value of the opponent character 61 is “1”, theopponent character 61 moves (is sent flying) by 2 meters in thecollision direction, lies down, and then is forcibly stopped for acertain time; and when the Physical value of the opponent character 61is “2”, the opponent character 61 moves (is sent flying) by 1 meter inthe collision direction, lies down, and then is forcibly stopped for acertain time, and at this time, the teammate character 52 takes andkeeps the ball 50 (see (1-4) of FIG. 9 , and FIG. 6 ). When the Physicalvalue of the opponent character 61 is “3”, the opponent character 61neither moves nor is forcibly stopped for a certain time, and theteammate character 52 does not take the ball 50 (FIG. 6 ).

As shown in (2-1) of FIG. 9 , in a case where a first long pressingoperation (a pressing operation of not less than 0.1 seconds and lessthan 1.0 second) has been performed, a display indicating a filleddegree of “1” at which the tackle gauge 70 is filled is performed, andthen, a tackle is performed with a strength of “2”, whereby theoperation character 51 dashes forward (front direction) by 2 meters (seeFIG. 3 ). Then, in a case where the operation character 51 has collidedwith the teammate character 52 not keeping the ball (see (2-2) of FIG. 9), the teammate character 52 moves (is sent flying) by 4 meters in thecollision direction. Then, in a case where the teammate character 52 hascollided with the opponent character 61 during the movement (see (2-3)of FIG. 9 ), when the Physical value of the opponent character 61 is“1”, the opponent character 61 moves (is sent flying) by 5 meters in thecollision direction, lies down, and then is forcibly stopped for acertain time; when the Physical value of the opponent character 61 is“2”, the opponent character 61 moves (is sent flying) by 4 meters in thecollision direction, lies down, and then is forcibly stopped for acertain time; and when the Physical value of the opponent character 61is “3”, the opponent character 61 moves (is sent flying) by 3 meters inthe collision direction, lies down, and then is forcibly stopped for acertain time, and at this time, the teammate character 52 takes andkeeps the ball 50 (see (2-4) of FIG. 9 , and FIG. 6 ).

As shown in (3-1) of FIG. 9 , in a case where a second long pressingoperation (a pressing operation of not less than 1.0 second) has beenperformed, a display indicating a filled degree of “2” at which thetackle gauge 70 is filled up to the upper limit is performed, and then atackle is performed with a strength of “3”, whereby the operationcharacter 51 dashes forward (front direction) by 3 meters (see FIG. 3 ).Then, in a case where the operation character 51 has collided with theteammate character 52 not keeping the ball (see (3-2) of FIG. 9 ), theteammate character 52 moves (is sent flying) by 6 meters in thecollision direction. Then, in a case where the teammate character 52 hascollided with the opponent character 61 during the movement (see (3-3)of FIG. 9 ), when the Physical value of the opponent character 61 is“1”; the opponent character 61 moves (is sent flying) by 8 meters in thecollision direction, lies down, and then is forcibly stopped for acertain time; when the Physical value of the opponent character 61 is“2”, the opponent character 61 moves (is sent flying) by 7 meters in thecollision direction, lies down, and then is forcibly stopped for acertain time; and when the Physical value of the opponent character 61is “3”, the opponent character 61 moves (is sent flying) by 6 meters inthe collision direction, lies down, and then is forcibly stopped for acertain time, and at this time, the teammate character 52 takes andkeeps the ball 50 (see (2-4) of FIG. 9 , and FIG. 6 ).

In the team tackles described with reference to FIG. 9 , in a case wherea teammate character has collided with a opponent character not keepingthe ball, an item advantageous for the opponent team is provided to theopponent team, as already described. In FIG. 9 , although a case wherethe opponent character is keeping the ball has been described, the samealso applies to a case where the opponent character is not keeping theball.

FIG. 10 is a diagram for describing an ordinary shot. When the userperforms an ordinary shot operation of pressing a predetermined button(A button) inside the opponent field (a field region on the opponentgoal side with respect to the center line), the user can cause theoperation character to perform an ordinary shot. In an ordinary shot, atthe time point when the A button has been pressed, an ordinary shotgauge 71 having a concentric circle shape composed of three circles,i.e., large, medium, and small, is displayed at a foot of the operationcharacter 51. Then, in accordance with the length of the pressing timeof the A button, the ordinary shot gauge 71 is filled (charged). Whenthe pressing operation is canceled at a high filled degree of theordinary shot gauge 71, a stronger ordinary shot is hit accordingly, andthe goal success rate is increased. The goal success probability becomeshigher when an ordinary shot is performed at a position closer to theopponent goal. In a period (the period in which the ordinary shot gauge71 is displayed) in which the user is pressing the A button, theoperation character is stopped in a posture of going to hit a shot. Atthe time point when the pressing operation is canceled, the display ofthe ordinary shot gauge 71 ends and a shot is hit. At the time pointwhen the user has pressed the A button, the operation characterautomatically faces the opponent goal, and when the pressing operationis canceled, a shot is automatically hit toward the inside of the frameof the opponent goal.

Hereinafter, this will be specifically described with reference to FIG.10 . As shown in FIG. 10 , at the time point when the user has startedpressing the A button, the ordinary shot gauge 71 having a concentriccircle shape composed of three circles, i.e., large, medium, and small,is displayed at a foot the operation character 51. When the operation bythe user is a tap operation (a pressing operation of less than 0.1seconds), the ordinary shot gauge 71 is not filled (see (1) of FIG. 10 )and a relatively weak ordinary shot is hit. When the operation by theuser is a first long pressing operation (a long pressing operation ofnot less than 0.1 seconds and less than 0.5 seconds), the ordinary shotgauge 71 is filled up to a first level as shown in (2) of FIG. 10 , andan ordinary shot stronger than that in the case of a tap operation ishit. When the operation by the user is a second long pressing operation(a long pressing operation of not less than 0.5 seconds and less than1.0 second), the ordinary shot gauge 71 is filled up to a second levelas shown in (3) of FIG. 10 , and an ordinary shot stronger than that inthe case of the first long pressing operation is hit. When the operationby the user is a third long pressing operation (a long pressingoperation of not less than 1.0 second), the ordinary shot gauge 71 isfilled up to the maximum third level as shown in (4) of FIG. 10 , and anordinary shot stronger than that in the case of the second long pressingoperation is hit. Each long pressing operation may be referred to as aretaining pressing operation.

FIG. 11 is diagram for describing a super shot. Within a predeterminedtime (e.g., within 10 seconds) after the operation character hasobtained a predetermined item (super shot item), when the user performsa super shot operation in which: the user has performed a long press ona predetermined button (A button) for a predetermined time (e.g., notless than 1.0 second) within the opponent field (a field region on theopponent goal side with respect to the center line); and then challengespressing the predetermined button (A button) two times, the user cancause the operation character to perform a super shot. In theabove-described challenge of pressing the A button two times, a goalsuccess probability of a super shot is determined in accordance with thetimings at which the A button has been pressed two times.

Hereinafter, this will be specifically described with reference to FIG.11 . As shown in (1) of FIG. 11 , in a super shot, at the time pointwhen the A button has been pressed for a predetermined time (e.g., notless than 1.0 second), the operation character 51 takes a posture ofshooting and a super shot gauge 72 having a band shape curved in an arcshape is displayed at a foot of the operation character 51. At the timepoint when the super shot gauge 72 has been displayed, a first blueregion 81-1 is displayed in a region on the left side of a major region80 of the super shot gauge 72, and first yellow regions 82-1 aredisplayed on both sides of the first blue region 81-1, as shown in (1)of FIG. 11 . The major region 80 is white.

Then, as shown in (1) of FIG. 11 , from a right end X toward a left endY of the super shot gauge 72, a press timing scale 90 (indicatorindicating the press timing: gauge bar) with a leading end Z at the headis displayed in an increasing manner. Then, in a period in which thepress timing scale 90 is moving from the right end X toward the left endY, the user presses the A button, thereby being able to perform afirst-time button-pressing challenge. In the first-time button-pressingchallenge, the user performs a challenge of pressing the A button at thetime point when the leading end (which may be referred to as a “gaugebar leading end”) Z of the press timing scale 90 has reached the firstblue region 81-1.

When the press timing scale 90 has moved up to the left end Y, theperiod of the first-time button-pressing challenge ends. Then, as shownin (2) and (3) of FIG. 11 , the press timing scale 90 returns at theleft end Y and advances toward the right end X while being displayed inan increasing manner. Then, the second-time button-pressing challengestarts. The press timing scale 90 is displayed in an increasing mannerat a certain speed (fixed speed) in the period of the first-timebutton-pressing challenge and the period of the second-timebutton-pressing challenge. When the second-time button-pressingchallenge has started, a second blue region 81-2 is displayed in aregion on the right side of the major region 80 of the super shot gauge72, and second yellow regions 82-2 are displayed on both sides of thesecond blue region 81-2, as shown in (2) and (3) of FIG. 11 .

Then, in a case where pressing the A button at the time point when theleading end Z of the press timing scale 90 has reached the first blueregion 81-1 has failed in the first-time button-pressing challenge, thesecond blue region 81-2 and the second yellow regions 82-2 aredisplayed, as shown in (2) of FIG. 11 , so as to have the same shape andthe same area as those of the first blue region 81-1 and the firstyellow regions 82-1 displayed on the left side. Meanwhile, in a casewhere pressing the A button at the time point when the leading end Z ofthe press timing scale 90 has reached the first blue region 81-1 hasbeen successful in the first-time button-pressing challenge, the secondblue region 81-2 is displayed so as to have an enlarged area withrespect to that of the first blue region 81-1 displayed in the region onthe left side, and the second yellow regions 82-2 are displayed so as tohave reduced areas with respect to those of the first yellow regions82-1 displayed in the regions on the left side, as shown in (3) of FIG.11 . Here, the area and the shape obtained by combining the second blueregion 81-2 and the second yellow regions 82-2 are the same as the areaand the shape obtained by combining the first blue region 81-1 and thefirst yellow regions 82-1. That is, in a case where button-pressing inthe first blue region 81-1 has been successful in the first-timebutton-pressing challenge, parts of the second yellow regions 82-2 arereplaced with the second blue region 81-2, whereby the blue region isenlarged in the second-time button-pressing challenge.

Then, as shown in (2) of FIG. 11 , in a case where button-pressing inthe first blue region 81-1 has failed in the first-time button-pressingchallenge, a second-time button-pressing challenge of pressing the Abutton at the time point when the leading end Z of the press timingscale 90 (determination period display object) has reached the secondblue region 81-2 is performed in a state where the blue region has notbeen enlarged. Meanwhile, as shown in (3) of FIG. 11 , in a case wherebutton-pressing in the first blue region 81-1 has been successful in thefirst-time button-pressing challenge, a second-time button-pressingchallenge of pressing the A button at the time point when the leadingend Z of the press timing scale 90 has reached the second blue region81-2 is performed in a state (advantageous state) where the second blueregion 81-2 has been enlarged with respect to the first blue region81-1. Then, as a result of the press timing scale 90 moving up to theright end X, the second-time button-pressing challenge ends and displayof the super shot gauge 72 ends, and then, a super shot is executed. Itshould be noted that the first blue region 81-1 and the second blueregion 81-2 may be referred to as a meeting zone. Further, the firstblue region 81-1 may be referred to as a “first period”, the second blueregion 81-2 may be referred to as a “second period”, and each secondyellow region 82-2 may be referred to as a “third period”.

FIG. 12 is diagram for describing an example of the above-describedbutton-pressing challenges performed two times and the goal successprobability of a super shot. As shown in FIG. 12 , in thebutton-pressing challenges performed two times, when thebutton-pressings are both performed in the white major region 80, thegoal success probability is 5%. When the button-pressings are performedin the white major region 80 and the yellow region (82-1 or 82-2), thegoal success probability is 20%. When the button-pressings are performedin the white major region 80 and the blue region (81-1 or 81-2), thegoal success probability is 40%. When the button-pressings are bothperformed in the yellow region (82-1, 82-2), the goal successprobability is 50%. When the button-pressings are performed in theyellow region (82-1 or 82-2) and the blue region (81-1 or 81-2), thegoal success probability is 80%. When the button-pressings are bothperformed in the blue region (81-1, 81-2), the goal success probabilityis 100%.

Details of Information Processing of the Exemplary Embodiment

Next, details of information processing of the exemplary embodiment willbe described with reference to FIG. 13 to FIG. 19 .

Data to Be Used

Various types of data to be used in this game processing will bedescribed. FIG. 13 shows an example of a program and data stored in thestorage section 22 of the game apparatus 2. As shown in FIG. 3 , thestorage section 22 is provided with at least a program storage region301 and a data storage region 302. A game program 101 is stored in theprogram storage region 301. Match control data 102, athlete characterdata 103, ability parameter data 105, tackle-related data 106, supershot success rate data 107, image data 108, virtual camera control data109, operation data 110, transmission data 111, reception data 112, andthe like are stored in the data storage region 302. The match controldata 102 includes the athlete character data 103 and ball data 104.

The game program 101 is a game program for executing the game processingaccording to the exemplary embodiment.

The athlete character data 103 is data regarding athlete characters. Theathlete character data 103 includes various types of data forcontrolling motion of each athlete character, such as the currentposition, posture, and motion state (e.g., a state during shooting,during dribbling, or during making a tackle, and a state regarding anobtained item) of each athlete character.

The ball data 104 is data regarding the ball 50. The ball data 104includes various types of data for controlling motion of the ball, suchas the position, movement direction, and movement speed of the ball 50.

The ability parameter data 105 is data defining ability parametersassociated with each character described with reference to FIG. 4 .

The tackle-related data 106 is data regarding the ordinary tackle, theteam tackle, and the like described with reference to FIG. 3 to FIG. 6 .The tackle-related data 106 is data defining a movement distance (thedistance of a tackle) of a character due to a tackle operation, amovement distance of a character tackled by a teammate character, amovement distance of a character on which an ordinary tackle has beenperformed, a movement distance of a character on which a team tackle hasbeen performed, and the like.

The super shot success rate data 107 is data defining the goal successprobability at the time when a super shot is performed, described withreference to FIG. 12 .

The image data 108 is image data of athlete characters, a ball, a tacklegauge, an ordinary shot gauge, a super shot gauge, various types ofitems, a soccer field, and the like.

The virtual camera control data 109 is data for controlling motion of avirtual camera disposed in the virtual space. Specifically, the virtualcamera control data 109 is data that designates the position/posture,angle of view, imaging direction, and the like of the virtual camera.The content of the virtual camera control data 109 is automatically setsuch that, during a match, basically, the athlete character operated bythe user is at a substantially center of the screen. Other than theabove, the virtual camera control data 109 may be set on the basis of anoperation of the virtual camera by the user.

The operation data 110 is data indicating the content of an operationperformed on the controller 4. For example, the operation data 110includes data that indicates a press state with respect to the buttonsection 43 and an input state with respect to the analog stick 42. Thecontent of the operation data is updated in a predetermined cycle on thebasis of a signal from the controller 4 (the communication section 41).

The transmission data 111 is data to be transmitted to another gameapparatus, and is data that includes at least information foridentifying the transmission source, and the contents of the operationdata 110.

The reception data 112 is data stored such that transmission datareceived from another game apparatus can be discerned for each of theother game apparatuses (i.e., transmission sources).

Other than the above, various types of data to be used in gameprocessing are stored in the storage section. For example, modeling dataindicating the appearances of spectators and athlete characters, and thelike are stored.

Details of Game Processing

Next, details of the game processing according to the exemplaryembodiment will be described with reference to flowcharts. FIG. 14 toFIG. 19 are examples of flowcharts indicating details of the gameprocessing according to the exemplary embodiment.

First, upon start of this game processing, the processor 21 performs amatch starting process in step S100 in FIG. 14 . For example, theprocessor 21 displays a representation of the start of a match on thedisplay section 5. Then, the process proceeds to step S200.

In step S200, the processor 21 performs a match control process. FIG. 15and FIG. 16 are examples of flowcharts showing the match controlprocess. Hereinafter, the match control process will be described withreference to FIG. 15 and the like. In the following, a flow of a matchwill be described with reference to FIG. 15 and the like. However,during execution of the match control process, acquisition of operationdata, control of each object in the virtual space, display of an image,and the like are performed in each frame (i.e., at a predetermined timeinterval).

First, in step S201 in FIG. 15 , the processor 21 determines whether ornot the Y button has been pressed, on the basis of the operation data110. When this determination is YES, the process proceeds to step S202,and when this determination is NO, the process proceeds to step S207 inFIG. 16 .

In step S202 in FIG. 15 , the processor 21 performs a tackle retainingprocess on the basis of the operation data 110. Specifically, asdescribed with reference to FIG. 3 , in accordance with the time of along pressing operation on the Y button, the processor 21 performs adisplay in which the tackle gauge 70 is being filled (charged), anddetermines (updates) a tackle strength in a case of execution of atackle. As already described, also in a period in which the tackleretaining process is being performed, the user can move the operationcharacter. That is, the user can move the operation character whilecharging the tackle gauge 70. Then, the process proceeds to step S203.

In step S203, on the basis of the operation data 110, the processor 21determines whether or not the pressed Y button has been released. Whenthis determination is YES, the process proceeds to step S204, and whenthis determination is NO, the process proceeds to step S205.

In step S204, the processor 21 performs a tackle control process. FIG.17 is an example of a flowchart showing the tackle control process.Hereinafter, the tackle control process will be described with referenceto FIG. 17 .

In step S231 in FIG. 17 , the processor 21 determines whether or not theoperation character has collided with an opponent character, on thebasis of the athlete character data 103 (the position of the operationcharacter and the position of the opponent character). When thisdetermination is YES, the process proceeds to step S232, and when thisdetermination is NO, the process proceeds to step S233.

In step S232, on the basis of the athlete character data 103, theprocessor 21 determines whether or not the opponent character ispossessing (keeping) the ball. When this determination is YES, theprocess proceeds to step S234, and when this determination is NO, theprocess proceeds to step S235.

In step S234, on the basis of the tackle-related data 106 and theability parameter data 105, the processor 21 performs a control ofcausing the operation character to send the opponent character flying inthe collision direction and causing the ball possessed by the opponentcharacter to be a loose ball (see FIG. 7 ). Then, the process proceedsto step S216 in FIG. 15 .

In step S235, on the basis of the tackle-related data 106 and theability parameter data 105, the processor 21 performs a control ofcausing the operation character to send the opponent character flying inthe collision direction. Then, the process proceeds to step S216 in FIG.15 .

In step S233, on the basis of the athlete character data 103 (theposition of the operation character and the position of a teammatecharacter), the processor 21 determines whether or not the operationcharacter has collided with the teammate character. When thisdetermination is YES, the process proceeds to step S236, and when thisdetermination is NO, the process proceeds to step S237.

In step S237, on the basis of the tackle-related data 106, the processor21 performs a control of causing the operation character to perform atackle motion. In this case, the operation character merely performs thetackle motion, and the tackle results in a missed tackle. Then, theprocess proceeds to step S216 in FIG. 15 .

In step S236, on the basis of the tackle-related data 106, the processor21 performs a control of causing the operation character to send theteammate character flying in the collision direction. Then, the processproceeds to step S216 in FIG. 15 .

In step S238, on the basis of the athlete character data 103 (theposition of an opponent character and the position of the teammatecharacter), the processor 21 determines whether or not the teammatecharacter tackled by the operation character has collided with theopponent character. When this determination is YES, the process proceedsto step S240, and when this determination is NO, the process proceeds tostep S239.

In step S239, on the basis of the tackle-related data 106, the processor21 performs a control of causing the teammate character tackled by theoperation character to move in an accelerated manner in the collisiondirection (see FIG. 8 ). It should be noted that, when the teammatecharacter is possessing the ball, the teammate character is moreaccelerated than when the teammate character is not possessing the ball(see (1-3) and (1-4) in FIG. 8 , etc.). Then, the process proceeds tostep S216 in FIG. 15 .

In step S240, on the basis of the athlete character data 103, theprocessor 21 determines whether or not the opponent character (i.e., theopponent character on which a team tackle has been performed) that theteammate character sent flying by the operation character has collidedwith, is possessing the ball. When this determination is YES, theprocess proceeds to step S242, and when this determination is NO, theprocess proceeds to step S241.

In step S241, on the basis of the tackle-related data 106 and theability parameter data 105, the processor 21 performs a control ofsending flying, in the collision direction, the opponent character(i.e., the opponent character on which the team tackle has beenperformed) that the teammate character sent flying by the operationcharacter has collided with. Then, the process proceeds to step S216 inFIG. 15 .

In step S242, on the basis of the tackle-related data 106 and theability parameter data 105, the processor 21 performs a control ofcausing the teammate character sent flying by the operation character tosend flying, in the collision direction, the opponent character (i.e.,the opponent character on which the team tackle has been performed) thatthe teammate character has collided with, and to take the ball from theopponent character (see FIG. 9 ). Then, the process proceeds to stepS216 in FIG. 15 . This is the end of description of the tackle controlprocess.

With reference back to FIG. 15 , in step S205, on the basis of theathlete character data 103 (the position of the operation character, theposition of an opponent character, and the motion state of the opponentcharacter), the processor 21 determines whether or not the operationcharacter has been tackled by the opponent character. When thisdetermination is NO, the process returns to step S202, and when thisdetermination is YES, the process proceeds to step S206. Throughrepetition of the processes of steps S202, S203, and S205, the tacklegauge 70 being filled is displayed and the tackle strength in a case ofexecution of a tackle is increased.

In step S206, the processor 21 cancels retaining of a tackle (fillingthe tackle gauge 70), and performs a control of causing the operationcharacter to be sent flying by a tackle by the opponent character, onthe basis of the tackle-related data 106 and the ability parameter data105. Then, the process proceeds to step S216. With respect to anopponent character operated by another user in another game apparatus aswell, controls similar to those in the tackle control process describedabove are performed. That is, also on an operation character (anopponent character when viewed from the own game apparatus) in anothergame apparatus, controls similar to those in the tackle control processdescribed above are performed, and a control in which the operationcharacter is sent flying by a tackle, and the like, are performed.

Through the processes of step S201 to S206 described above, thetackle-related control described with reference to FIG. 3 to FIG. 9 isrealized.

In step S207 in FIG. 16 , on the basis of the athlete character data 103and the operation data 110, the processor 21 determines whether or notthe A button has been pressed while the operation character ispossessing the ball. When this determination is YES, the processproceeds to step S209, and when this determination is NO, the processproceeds to step S208.

In step S208, on the basis of the operation data 110, the processor 21executes another action corresponding to an operation by the user.Specifically, the processor 21 causes a moving motion, a pass motion, orthe like of the operation character in accordance with an operation bythe user. In a case where a single user performs the game whileswitching a plurality of teammate characters as an operation character,the processor 21 performs a process of switching the operation characterin accordance with an operation by the user. Then, the process proceedsto step S216 in FIG. 15 .

In step S209, on the basis of the operation data 110 and the athletecharacter data 103, the processor 21 performs a shot retaining process.For example, as described with reference to FIG. 10 , the processor 21performs a display in which the ordinary shot gauge 71 is being filledin accordance with the time of a long pressing operation performed onthe A button (see FIG. 10 ). Further, for example, as described withreference to FIG. 11 , in a case where the A button has been pressed inthe opponent field within a predetermined time after the operationcharacter has obtained a super shot item, the processor 21 counts a longpressing time (e.g., 1.0 second) for challenging a super shot. Then, theprocess proceeds to step S210.

In step S210, on the basis of the operation data 110, the processor 21determines whether or not the pressed A button has been released. Whenthis determination is YES, the process proceeds to step S211, and whenthis determination is NO, the process proceeds to step S212.

In step S211, the processor 21 performs a process of causing theoperation character to perform an ordinary shot described with referenceto FIG. 10 . Then, the process proceeds to step S216 in FIG. 15 .

In step S212, on the basis of the athlete character data 103 (theposition of the operation character, the position of an opponentcharacter, and the motion state of the opponent character), theprocessor 21 determines whether or not the operation character has beentackled by the opponent character. When this determination is YES, theprocess proceeds to step S213, and when this determination is NO, theprocess proceeds to step S214.

In step S213, the processor 21 cancels the shot retaining, and performsa control of causing the operation character to be sent flying by atackle by the opponent character, on the basis of the tackle-relateddata 106 and the ability parameter data 105. Then, the process proceedsto step S216 in FIG. 15 .

In step S214, the processor 21 determines whether or not the shotretaining has been completed in a super shot possible state.Specifically, the processor 21 determines whether or not the counting ofthe long pressing time executed in step S209 has been completed, therebyestablishing a long press, and the shot retaining (long pressingoperation) of a super shot has been completed. When this determinationis YES, the process proceeds to step S215, and when this determinationis NO, the process returns to step S209.

In step S215, the processor 21 performs a super shot process. FIG. 18and FIG. 19 are examples of flowcharts showing the super shot process inFIG. 16 . Hereinafter, the super shot process will be described withreference to FIG. 18 and FIG. 19 .

In step S251 in FIG. 18 , as described with reference to (1) of FIG. 11, the processor 21 displays the super shot gauge 72 and executes afirst-time button-pressing challenge for a super shot. Then, the processproceeds to step S252.

In step S252, on the basis of the operation data 110, the processor 21determines whether or not a first-time A button pressing has beenperformed in a period before the gauge bar leading end Z reaches theleft end Y of the super shot gauge 72. When this determination is YES,the process proceeds to step S253, and when this determination is NO,the process proceeds to step S254.

In step S253, the processor 21 determines whether or not the A buttonhas been pressed at a timing at which the gauge bar leading end Z ispositioned within the first blue region 81-1. When this determination isYES, the process proceeds to step S256, and when this determination isNO, the process proceeds to step S255.

In step S255, the processor 21 determines whether or not the A buttonhas been pressed at a timing at which the gauge bar leading end Z ispositioned within a first yellow region 82-1. When this determination isYES, the process proceeds to step S256, and when this determination isNO, the process proceeds to step S254.

In step S254, the processor 21 performs a process for a case where the Abutton has been pressed at a timing at which the gauge bar leading end Zis positioned within the white region 80. Then, the process proceeds tostep S256.

In step S256, the processor 21 displays the super shot gauge 72corresponding to the result of the first-time button-pressing challenge,and executes a second-time button-pressing challenge. Specifically, whenhaving performed the process of step S256 subsequently to step S253, theprocessor 21 performs a display such that the area of the second blueregion 81-2 is enlarged with respect to that of the first blue region81-1, as described with reference to (3) of FIG. 11 . When havingperformed the process of step S256 subsequently to step S254 or S255,the processor 21 performs a display such that the second blue region81-2 and the second yellow regions 82-2 have the same shape and the samearea as those of the first blue region 81-1 and the first yellow regions82-1, as described with reference to (2) of FIG. 11 . Then, the processproceeds to step S257 in FIG. 19 .

In step S257 in FIG. 19 , on the basis of the operation data 110, theprocessor 21 determines whether or not the second-time A button pressinghas been performed in a period before the gauge bar leading end Zreaches the right end X of the super shot gauge 72. When thisdetermination is YES, the process proceeds to step S258, and when thisdetermination is NO, the process proceeds to step S259.

In step S258, the processor 21 determines whether or not the A buttonhas been pressed at a timing at which the gauge bar leading end Z ispositioned within the second blue region 81-2. When this determinationis YES, the process proceeds to step S261, and when this determinationis NO, the process proceeds to step S260.

In step S260, the processor 21 determines whether or not the A buttonhas been pressed at a timing at which the gauge bar leading end Z ispositioned within a second yellow region 82-2. When this determinationis YES, the process proceeds to step S261, and when this determinationis NO, the process proceeds to step S259.

In step S259, the processor 21 performs a process for a case where the Abutton has been pressed at a timing at which the gauge bar leading end Zis positioned within the white region 80. Then, the process proceeds tostep S261.

In step S261, the processor 21 performs a process of causing theoperation character to shoot the ball toward a goal. Then, the processproceeds to step S262.

In step S262, on the basis of the super shot success rate data 107 (seeFIG. 12 ), the processor 21 performs determination as to a goal on thebasis of a success probability corresponding to the results of thefirst-time and the second-time button-pressing challenges. Then, theprocess proceeds to step S263.

In step S263, the processor 21 determines whether or not the goal hasbeen determined to be successful in the determination in step S262. Whenthis determination is YES, the process proceeds to step S264, and whenthis determination is NO, the process proceeds to step S265.

In step S264, when a shot by the operation character has been successfuland the ball has entered the goal, the processor 21 performs a processof adding a point to the team of the operation character. Then, theprocess proceeds to step S216 in FIG. 15 .

In step S265, the processor 21 performs a process of causing a shot bythe operation character to fail to score. Then, the process proceeds tostep S216 in FIG. 15 . This is the end of description of the super shotprocess.

With reference back to FIG. 15 , in step S216, on the basis of theathlete character data 103 and the like, the processor 21 determineswhether or not an item appearing condition has been satisfied.Specifically, when an athlete character not keeping the ball has beentackled, the processor 21 determines that the item appearing conditionhas been satisfied. Other than the appearing of an item based on atackle described above, further, when an appearing condition that apredetermined time has elapsed during a match is satisfied, an item maybe caused to appear in the field. Then, the process proceeds to stepS217.

In step S217, the processor 21 causes an item to appear in the soccerfield. Specifically, as already described, when an athlete character notkeeping the ball has been tackled, the processor 21 causes an item(first item) advantageous for the team of the athlete character toappear, or when a predetermined time has elapsed, the processor 21causes an item (second item) that can be used by characters of both ofthe own team and the opponent team to appear. Then, the process proceedsto step S218.

In step S218, the processor 21 executes other processes such as aprocess of causing a character (a non-player character such as agoalkeeper, etc.) operated by the computer, to perform a motion. Then,the match control process ends, and the process proceeds to step S300 inFIG. 14 .

In step S300 in FIG. 14 , the processor 21 determines whether or not amatch ending condition such as a lapse of a match time has beensatisfied. When this determination is YES, the process proceeds to stepS400, and when this determination is NO, the process returns to stepS200.

In step S400, the processor 21 performs a match ending process such asdisplaying a representation of the end of the match on the displaysection 5. Then, this game processing ends.

As described above, according to the exemplary embodiment, it ispossible to perform a novel and very strategic tackle action, i.e., ateam tackle in which the operation character is caused to tackle ateammate character and the teammate character that has been sent flying(thrusted away) tackles an opponent character (see FIG. 3 , FIG. 6 ,FIG. 9 , etc.).

According to the exemplary embodiment, it is possible to perform a noveland very strategic tackle action in which the operation charactertackles a teammate character keeping the ball, to send the teammatecharacter flying, thereby breaking through the defense by the opponentcharacter (see FIG. 3 , FIG. 6 , FIG. 8 , etc.).

According to the exemplary embodiment, in the button-pressing challengesperformed two times, when the button-pressings in the blue region (81-1,81-2) have been successful, a super shot in which the shot will besuccessful by 100% is performed. When the button-pressing in the firstblue region 81-1 in the first-time button-pressing challenge has beensuccessful, the second blue region 81-2 is widened (the period in whichbutton-pressing can be performed in the second blue region 81-2 isextended) in the second-time button-pressing challenge, therebyproviding an assist such that button-pressing in the blue regionperformed two times will be successful (see FIG. 11 ). Accordingly, itis possible to perform a super shot operation that is rich in variety inthat the degree of difficulty of the second-time button-pressingchallenge is switched between a case where the first-timebutton-pressing challenge has been successful and a case wherefirst-time button-pressing challenge has failed.

When button-pressing in the first blue region 81-1 has been successfulin the first-time button-pressing challenge, the second blue region 81-2is widened but the combined size of the second blue region 81-2 and theyellow regions 82-2 is not changed in the second-time button-pressingchallenge (see FIG. 11 ). That is, the second yellow regions 82-2 arenarrowed. This can prevent the success rate of a super shot frombecoming too high when button-pressing in the first blue region 81-1 hasbeen successful in the first-time button-pressing challenge (see FIG. 12).

Modification

In the exemplary embodiment above, a sports game of which the concept isa soccer game has been described as an example. However, not limitedthereto, a sports game of which the concept is, for example, abasketball game, an ice hockey game, an American football game, or thelike, may be adopted.

In the example in the exemplary embodiment above, when the operationcharacter has performed an ordinary tackle on an opponent characterkeeping the ball, the ball becomes a loose ball (see FIG. 7 ). However,when the operation character has performed an ordinary tackle on theopponent character keeping the ball, the operation character may takethe ball or may take the ball at a predetermined probability (includinga 100% probability).

In the example in the exemplary embodiment above, when a team tackle hasbeen performed on an opponent character keeping the ball, the teammatecharacter having performed the team tackle takes the ball (see FIG. 9 ).However, when a team tackle has been performed on an opponent characterkeeping the ball, the ball may become a loose ball, or may become aloose ball at a predetermined probability (including a 100%probability).

In the example in the exemplary embodiment above, in a team tackle, oneteammate character is thrusted away. However, in a team tackle, aplurality of teammate characters may be thrusted away. Further, in ateam tackle, a plurality of opponent characters may be thrusted away.Alternatively, a configuration in which, in a team tackle, a pluralityof opponent character are not thrusted away (in other words, due to ateam tackle, only one opponent character is thrusted away), may beadopted.

In the example in the exemplary embodiment above, the opponent characteron which an ordinary tackle or a team tackle has been performed isthrusted away and stopped for a certain time (in accordance with thePhysical value, etc.) (see FIG. 5 to FIG. 7 , and FIG. 9 ). However, aconfiguration in which the opponent character on which an ordinarytackle or a team tackle has been performed is either thrusted away or isstopped for a certain time (in accordance with the Physical value, etc.)may be adopted. For example, a configuration in which, when the Physicalvalue of the opponent character is small or the tackle strength is small(see FIG. 5 and FIG. 6 ), the opponent character is not stopped for acertain time after being thrusted away, or the opponent character isstopped for a certain time without being thrusted away, may be adopted.

In the exemplary embodiment above, a specific example in which a teamtackle is performed on an opponent character keeping the ball has beendescribed with reference to FIG. 9 and the like. However, aconfiguration in which, even if an ordinary tackle or a team tackle isperformed on an opponent character not keeping the ball, the ordinarytackle or the team tackle is established and the opponent character isthrusted away and stopped for a certain time, may be adopted.

In the example in the exemplary embodiment above, with respect to anopponent character on which an ordinary tackle has been performed, thereis a case where, when the Physical value of the opponent character ishigh, the opponent character is not forcibly stopped for a certain time(see description regarding FIG. 5 and FIG. 7 ). However, a configurationin which, irrespective of the Physical value of the opponent character,the opponent character is forcibly stopped for some time, and the higherthe Physical value of the opponent character is, the shorter the time ofthe forcible stop is, may be adopted. It should be noted that, withrespect to the opponent character on which an ordinary tackle has beenperformed, similar to a modification of a team tackle below, aconfiguration in which, irrespective of the Physical value of theopponent character, the opponent character is forcibly stopped for acertain time without fail, may be adopted.

In the example in the exemplary embodiment above, with respect to anopponent character on which a team tackle has been performed, there is acase where, when the Physical value of the opponent character is high,the opponent character is not forcibly stopped for a certain time (seedescription regarding FIG. 6 and FIG. 9 ). However, a configuration inwhich, irrespective of the Physical value of the opponent character, theopponent character is forcibly stopped for a certain time without fail,may be adopted. It should be noted that, with respect to the opponentcharacter on which a team tackle has been performed, similar to themodification of an ordinary tackle above, a configuration in which,irrespective of the Physical value of the opponent character, theopponent character is forcibly stopped for some time, and the higher thePhysical value of the opponent character, the shorter the time of theforcible stop is, may be adopted.

In the exemplary embodiment above, in a period (i.e., in a period inwhich tackle retaining is being performed) in which a display in whichthe tackle gauge 70 is being filled (charged) is performed, the movingspeed of the operation character may be decreased. This allows the userto take a necessary timing for the tackle into consideration, and thus,a more strategic sports game can be realized.

In the super shot in the exemplary embodiment above, the action of asuper shot performed by the operation character may be changed inaccordance with the results of button-pressing challenges performed twotimes (see FIG. 12 ). Further, when the results of the button-pressingchallenges performed two times is “blue blue”, an action of a specialsuper shot suggesting that the goal success rate is 100% may beperformed.

In the example in the exemplary embodiment above, in the super shotgauge 72 regarding a super shot, the yellow regions (82-1, 82-2) areprovided on both sides of the blue region (81-1, 81-2) (see FIG. 11 ).However, in the super shot gauge 72 regarding a super shot, at at leastone side of the blue region (81-1, 81-2), the yellow region (82-1, 82-2)may be provided.

In the example in the exemplary embodiment above, a sports game of whichthe concept is a soccer game has been described. However, not limited toa sports game of which the concept is a soccer game, the contentsdescribed with reference to FIG. 11 can be applied to a sports game ofwhich the concept is, for example, a basketball game, a baseball game,an ice hockey game, an American football game, a golf game, a tennisgame, a volleyball game, an archery game, or the like.

In the exemplary embodiment above, a case in which a series of processesregarding the game processing are executed in a single game apparatus 2has been described. In another exemplary embodiment, the series ofprocesses may be executed in an information processing system includinga plurality of information processing apparatuses. For example, in aninformation processing system including a terminal-side apparatus and aserver-side apparatus communicable with the terminal-side apparatus viaa network, some of the series of processes above may be executed by theserver-side apparatus. Further, in an information processing systemincluding a terminal-side apparatus and a server-side apparatuscommunicable with the terminal-side apparatus via a network, majorprocesses among the series of processes above may be executed by theserver-side apparatus, and some of the processes may be executed in theterminal-side apparatus. Further, in the above information processingsystem, the system on the server side may be implemented by a pluralityof information processing apparatuses, and processes that should beexecuted on the server side may be shared and executed by a plurality ofinformation processing apparatuses. Further, a configuration of aso-called cloud gaming may be adopted. For example, a configuration maybe adopted in which: the game apparatus 2 sends operation dataindicating operations performed by the user to a predetermined server;various game processes are executed in the server; and the executionresult is streaming-distributed as a moving image/sound to the gameapparatus 2.

While the exemplary embodiment has been described in detail, theforegoing description is in all aspects illustrative and notrestrictive. It is to be understood that various modifications andvariations can be made without departing from the scope of the exemplaryembodiment.

What is claimed is:
 1. A non-transitory computer-readable storage mediumhaving stored therein instructions that, when executed by a processor ofan information processing apparatus that executes a competitive sportsgame in which a character belonging to a first team and being anoperation target of a user, and a character belonging to a second teamof a competitive opponent are controlled in a virtual space so as to puta predetermined object into a goal, cause the information processingapparatus to: on the basis of an operation input by the user, perform anaction occurrence process of causing an operation character belonging tothe first team to perform a predetermined action; when, due to thepredetermined action, the operation character has collided with anopponent character belonging to the second team, perform a firstcollision process of stopping the opponent character or moving theopponent character in a collision direction; when, due to thepredetermined action, the operation character has collided with ateammate character belonging to the first team, perform a secondcollision process of moving the teammate character in a collisiondirection; and when, due to the second collision process, the teammatecharacter having been moved in the collision direction has furthercollided with the opponent character, perform a third collision processof stopping the opponent character or moving the opponent character in acollision direction.
 2. The storage medium according to claim 1, whereinthe instructions cause the information processing apparatus to when, inthe first collision process, due to the predetermined action, theoperation character has collided with the opponent character possessingthe predetermined object, cause the operation character to take thepredetermined object from the opponent character, or cause the opponentcharacter to cancel the possessing of the predetermined object.
 3. Thestorage medium according to claim 1, wherein the instructions cause theinformation processing apparatus to when, in the third collisionprocess, due to the predetermined action, the teammate character hascollided with the opponent character possessing the predeterminedobject, cause the teammate character to take the predetermined objectfrom the opponent character, or cause the opponent character to cancelthe possessing of the predetermined object.
 4. The storage mediumaccording to claim 1, wherein the instructions cause the informationprocessing apparatus to when, in the second collision process, due tothe predetermined action, the operation character has collided with theteammate character possessing the predetermined object, move theteammate character in the collision direction, with an additionalmovement speed applied to the teammate character.
 5. The storage mediumaccording to claim 1, wherein the instructions cause the informationprocessing apparatus to when, in the first collision process, theoperation character has collided with the opponent character notpossessing the predetermined object, or when, in the third collisionprocess, the teammate character moving in the collision direction hascollided with the opponent character not possessing the predeterminedobject, cause a first item advantageous for the second team to appear inthe virtual space.
 6. The storage medium according to claim 5, whereinthe instructions cause the information processing apparatus to cause asecond item usable by both of the first team and the second team toappear in the virtual space.
 7. The storage medium according to claim 1,wherein the instructions cause the information processing apparatus to:during the competitive sports game, in accordance with an abilityparameter set to each character belonging to the first team and eachcharacter belonging to the second team, control the character belongingto the first team and the character belonging to the second team; and inthe first collision process or the third collision process, inaccordance with at least the ability parameter of the opponentcharacter, determine whether to stop the opponent character or move theopponent character in a collision direction.
 8. The storage mediumaccording to claim 7, wherein the ability parameter is different foreach character belonging to the first team and for each characterbelonging to the second team.
 9. The storage medium according to claim7, wherein the instructions cause the information processing apparatusto on the basis of an operation input by the user, cause the opponentcharacter to be equipped with an equipment item that changes the abilityparameter.
 10. The storage medium according to claim 7, wherein theinstructions cause the information processing apparatus to when, in thefirst collision process or the third collision process, the opponentcharacter is moved in the collision direction, move the opponentcharacter in the collision direction by a movement distance according tothe ability parameter.
 11. The storage medium according to claim 1,wherein the instructions cause the information processing apparatus to:in the predetermined action, determine a strength of collision to beapplied by the operation character to the teammate character or theopponent character, in accordance with a retaining degree of a firstretaining input based on an operation input by the user; and when, inthe first collision process, the operation character has collided withthe opponent character or when, in the second collision process, theoperation character has collided with the teammate character, move theopponent character or the teammate character in the collision directionby a movement distance according to the retaining degree of the firstretaining input.
 12. The storage medium according to claim 11, whereinthe instructions cause the information processing apparatus to while thefirst retaining input is performed, generate a game image including afirst gauge that indicates a degree of the first retaining input and adirection in which the operation character collides with the opponentcharacter or the teammate character in the predetermined action.
 13. Thestorage medium according to claim 11, wherein the instructions cause theinformation processing apparatus to in the predetermined action, furthermove the operation character on the basis of an operation input by theuser, while the first retaining input is performed.
 14. The storagemedium according to claim 1, wherein the instructions further cause theinformation processing apparatus to: on the basis of an operation inputby the user, perform a shooting action occurrence process of causing theoperation character to perform shooting of the predetermined objecttoward the goal; in the shooting action occurrence process, determine astrength of the shooting in accordance with a degree of a secondretaining input based on an operation input by the user; and while thesecond retaining input is performed, generate a game image including asecond gauge indicating the degree of the second retaining input.
 15. Agame processing system in which a competitive sports game in which acharacter belonging to a first team and being an operation target of auser, and a character belonging to a second team of a competitiveopponent are controlled in a virtual space so as to put a predeterminedobject into a goal, is executed, the game processing system comprising aprocessor and a memory coupled thereto, the processor being configuredto control the game processing system to at least: on the basis of anoperation input by the user, perform an action occurrence process ofcausing an operation character belonging to the first team to perform apredetermined action; when, due to the predetermined action, theoperation character has collided with an opponent character belonging tothe second team, perform a first collision process of stopping theopponent character or moving the opponent character in a collisiondirection; when, due to the predetermined action, the operationcharacter has collided with a teammate character belonging to the firstteam, perform a second collision process of moving the teammatecharacter in a collision direction; and when, due to the secondcollision process, the teammate character having been moved in thecollision direction has further collided with the opponent character,perform a third collision process of stopping the opponent character ormoving the opponent character in a collision direction.
 16. The gameprocessing system according to claim 15, wherein the processor causesthe game processing system to when, in the first collision process, dueto the predetermined action, the operation character has collided withthe opponent character possessing the predetermined object, cause theoperation character to take the predetermined object from the opponentcharacter, or cause the opponent character to cancel the possessing ofthe predetermined object.
 17. The game processing system according toclaim 15, wherein the processor causes the game processing system towhen, in the third collision process, due to the predetermined action,the teammate character has collided with the opponent characterpossessing the predetermined object, cause the teammate character totake the predetermined object from the opponent character, or cause theopponent character to cancel the possessing of the predetermined object.18. The game processing system according to claim 15, wherein theprocessor causes the game processing system to when, in the secondcollision process, due to the predetermined action, the operationcharacter has collided with the teammate character possessing thepredetermined object, move the teammate character in the collisiondirection, with an additional movement speed applied to the teammatecharacter.
 19. The game processing system according to claim 15, whereinthe processor causes the game processing system to when, in the firstcollision process, the operation character has collided with theopponent character not possessing the predetermined object, or when, inthe third collision process, the teammate character moving in thecollision direction has collided with the opponent character notpossessing the predetermined object, cause a first item advantageous forthe second team to appear in the virtual space.
 20. The game processingsystem according to claim 19, wherein the processor causes the gameprocessing system to cause a second item usable by both of the firstteam and the second team to appear in the virtual space.
 21. The gameprocessing system according to claim 15, wherein the processor causesthe game processing system to: during the competitive sports game, inaccordance with an ability parameter set to each character belonging tothe first team and each character belonging to the second team, controlthe character belonging to the first team and the character belonging tothe second team; and in the first collision process or the thirdcollision process, in accordance with at least the ability parameter ofthe opponent character, determine whether to stop the opponent characteror move the opponent character in a collision direction.
 22. The gameprocessing system according to claim 21, wherein the ability parameteris different for each character belonging to the first team and for eachcharacter belonging to the second team.
 23. The game processing systemaccording to claim 21, wherein the processor causes the game processingsystem to on the basis of an operation input by the user, cause theopponent character to be equipped with an equipment item that changesthe ability parameter.
 24. The game processing system according to claim21, wherein the processor causes the game processing system to when, inthe first collision process or the third collision process, the opponentcharacter is moved in the collision direction, move the opponentcharacter in the collision direction by a movement distance according tothe ability parameter.
 25. The game processing system according to claim15, wherein the processor causes the game processing system to: in thepredetermined action, determine a strength of collision to be applied bythe operation character to the teammate character or the opponentcharacter, in accordance with a retaining degree of a first retaininginput based on an operation input by the user; and when, in the firstcollision process, the operation character has collided with theopponent character or when, in the second collision process, theoperation character has collided with the teammate character, move theopponent character or the teammate character in the collision directionby a movement distance according to the retaining degree of the firstretaining input.
 26. The game processing system according to claim 25,wherein the processor causes the game processing system to while thefirst retaining input is performed, generate a game image including afirst gauge that indicates a degree of the first retaining input and adirection in which the operation character collides with the opponentcharacter or the teammate character in the predetermined action.
 27. Thegame processing system according to claim 25, wherein the processorcauses the game processing system to in the predetermined action,further move the operation character on the basis of an operation inputby the user, while the first retaining input is performed.
 28. The gameprocessing system according to claim 15, wherein the processor furthercauses the game processing system to: on the basis of an operation inputby the user, perform a shooting action occurrence process of causing theoperation character to perform shooting of the predetermined objecttoward the goal; in the shooting action occurrence process, determine astrength of the shooting in accordance with a degree of a secondretaining input based on an operation input by the user; and while thesecond retaining input is performed, generate a game image including asecond gauge indicating the degree of the second retaining input.
 29. Agame processing apparatus configured to execute a competitive sportsgame in which a character belonging to a first team and being anoperation target of a user, and a character belonging to a second teamof a competitive opponent are controlled in a virtual space so as to puta predetermined object into a goal, the game processing apparatuscomprising a processor and a memory coupled thereto, the processor beingconfigured to control the game processing apparatus to at least: on thebasis of an operation input by the user, perform an action occurrenceprocess of causing an operation character belonging to the first team toperform a predetermined action; when, due to the predetermined action,the operation character has collided with an opponent characterbelonging to the second team, perform a first collision process ofstopping the opponent character or moving the opponent character in acollision direction; when, due to the predetermined action, theoperation character has collided with a teammate character belonging tothe first team, perform a second collision process of moving theteammate character in a collision direction; and when, due to the secondcollision process, the teammate character having been moved in thecollision direction has further collided with the opponent character,perform a third collision process of stopping the opponent character ormoving the opponent character in a collision direction.
 30. A gameprocessing method executed by a computer configured to control a gameprocessing system in which a competitive sports game in which acharacter belonging to a first team and being an operation target of auser, and a character belonging to a second team of a competitiveopponent are controlled in a virtual space so as to put a predeterminedobject into a goal, is executed, the game processing method causing thegame processing system to: on the basis of an operation input by theuser, perform an action occurrence process of causing an operationcharacter belonging to the first team to perform a predetermined action;when, due to the predetermined action, the operation character hascollided with an opponent character belonging to the second team,perform a first collision process of stopping the opponent character ormoving the opponent character in a collision direction; when, due to thepredetermined action, the operation character has collided with ateammate character belonging to the first team, perform a secondcollision process of moving the teammate character in a collisiondirection; and when, due to the second collision process, the teammatecharacter having been moved in the collision direction has furthercollided with the opponent character, perform a third collision processof stopping the opponent character or moving the opponent character in acollision direction.